This thread will contain the full-text versions of the player-submitted events, clans and locations for Raveran 1114.

Please note that I have performed edits on some of the submissions to bring them in line with the worldsetting, most prominently on the Ravenite clan entries. I will remark at the top of each entry what edits I have made.

Also, please note that I have made placeholder posts for the Ravenite clans and for the Bazaar riots, for their authors to fill out. I've unlocked the thread for the purpose of letting the authors do their work, and will be locking the thread again once the writeups are done.

Please don't post any questions in this thread, use the feedback thread, or the newbie school thread.

The Vir'reska were hunters first and foremost watching from behind their walls and embassy with great interest. They kept tabs on every major clan and the commoners in Raveran with patrols and trading. This included the troublesome Kyorl'solenurn to even their own allies, the sly Qin'dalasque. The hunter clan took opportunities when one presented itself and cautiously held their ground when situations were not advantageous to them.

With the strife of the skirmishes in Chel'elsussoloth starting to drift into Val'Raveran, the decision was made to mobilize troops, train more hunters and build up resources for the Clan's interests were built up. An ounce of prevention as it were. All of this military buildup was well hidden behind the Vir'reska fortress walls however, away from any and all outside forces as the Illhar wanted utmost secrecy for what the real goal really was. The Vir'reska knew the largest clan was withdrawing forces from its Chel center, and intelligence reports indicated something similar were to soon happen with the Raveran clan outpost.

When the Illhardro finally departed from the city, about half of the Vir'reska clan saw the potential for disaster with one of their trading partners leaving the city and the Kyorl threat looming at all times. However, the opportunity for expansion presented itself just like the Illhar had suspected.

Back when she first had the vision at the very first discovery of the frozen Black Dragon in the Shi'lithian Ice Caves, she now had correctly interpreted the opportunity for growth of her people growing into a more powerful clan. Even if her allies were in the dark about her true motives, Ill'har Liran'naath Vir'reska decided to not withdraw into their fortress as they have in the past during tense times of crisis but decided to make a bid for more power, land and resources. She wanted to grow her clan and make sure the future of her clan was set to preservation.

Previously deployed scouts and hunters sent word about the exact times when the illhardro left their compound, and as soon as they did Liran'naath made her move. The Vir'reska moved in to abandoned Illhardro fort and rooted out squatters before they could take up residence.

An army of hunters taking up residence in former Illhar'dro territory did not sit well with some of the local traders who thought they could stay in the compound to expand their business operations. Refugees from Chel and Nuq'rah who thought they had a new home opening up were quickly turned away; the sight of weapons and a heavy military presence made anyone who were going to stay to quickly pack up and leave. Some rumors automatically started to give a story that something went wrong at the old Vir'reska fortress yet when news of the Vir'reska still occupying their old fortress was still true, while now acquiring this new territory, news spread quickly to the other clans in Raveran that the Vir'reska were on the warpath.

Envoys and ambassadors were sent to the Vir'reska Embassy from the Sullisinrune, Kyorl'solenurn, Qin'dalasque and even the Sarghress to immediately request an emergency audience with the clan Illhar. Their hopes for avoiding a war in Raveran were assured,however news that the Vir'reska were taking more land to expand did not sit well with the Kyorl'solenurn, and miffed the Sullisin'rune to a degree. The situation with the old Illhardro Outpost was that it was now Vir'reska land and until the transition was made to make it a fully functioning Vir'reska base of operations, no traders or foreign clans were allowed inside. The Vir'reska assured the representatives they were not looking for open war or any battles, however they would defend their new *and* old real estate if anyone sought to take the fight to them. Digging in, the Vir'reska were not leaving their new land claim. With the Illhar'dro gone, no one had legitimacy against the hunters to leave anyway and that is what Liran'naath had wagered her gamble on.

The Kyorl'solenurn tried their old tactics of needing to make sure a sweep of the former Illhardro home as the excuse to see what the Vir'reska were up to, but they were rebuffed and denied access once again to Vir'reska holdings. The standing rule of scanning Vir'reska was kept to the Embassy only. If the relationship between these two clans were strained before, the tensions between the Rhino's and Kyorl's have only worsened. However in the goal of keeping the peace and stability of the city, the hunter clan attempts to keep the peace with the Greyskins and even posts guards at the entrances where the Illhardro once did. The only time the Vir'reska and Kyorl'solenurn are in true cooperation of support with each other is when they patrol for demonic entities, to keep the city free of tainted.

In the end, in less than two days the former banners of the Illhardro were replaced with symbols and flags of the Vir'reska who took a new fortress and land with minimal losses. With their home fortress intact, the addition of the new living arrangements and a forward base of operations provide the Vir'reska the ability to dictate more directly in the city, gaining greater influence among what remained of the city council. Liran'naath was determined to keep the other clans from interferring in her clan's affairs by keeping their focus on the new land acquisition, as developments in the Shi'litihian Ice Caves warranted attention to be diverted from Vir'reskian operations there at that time.

Later and as a sign of good faith, the Illhar decided to allow re-allow access to traders, merchants, relic hunters and even members of other clans to conduct commercial business in and around their new occupied outpost. It was originally a trading hub anyway, and what money the Illhardro were making now went to the Vir'reska. Signs that it would ever be a Illhardro outpost again were gone however, with Vir'reska buildings, hunts and mounts all over the place.

The original fortress is still off limits to the rest of the city's inhabitants and official clan relations are still handled at theEmbassy. The conquest of the former Illhardro fortress is a move meant to keep their allies and rivals off-balance to what the Vir'reska were close to discovering in the Shi'lithian Ice caves outside of Raveran.

Several years later when the Illhardro began to return to Val'Raveran, the Vir'reska fortified their forward base with all intents on keeping their property. Upon arriving, the Illhardro were quite surprised to discover a heavily armed clan inside their old home, and had to resort to lodging in and around the city for the time being since they had little resources or real trading power to retake their old home. Bloodshed was to be avoided at all costs as they knew the Vir'reska had dug in and entrenched themselves deep in their old home.

At this time, the two clans are neutral entity's with the option of trading possible of course although its the Vir'reska setting the terms now instead of the Illhardro in any business relationship.

Their relationship with the Illhar'dro went to neutral for another reason as well. The giant tree which was taken care of when in Illhar'dro hands, had been in need of maintenance ever since the Vir'reska took over. The tree is still standing, but its bark has weathered and its leaves have kept falling to the ground for several years. The symbol of Ill'hardro pride is now a shadow of its former self. Only periodically watered and cared for the tree has slowly began to die. Nevertheless, Vir'reska banners keep flying from the plant to rub it into the face of the Illhardro, and any clan of what the Vir'reska will do if given the chance.

Overall, while they risk scrutiny from the Kyorl's, Sullisinrune, Qin'dalasque and even the returning Illhardro, the Vir'reska simply don't care what the other clans think. The Illhar'dro left their home for something better and the Vir'reska took advantage of the situation. It is not the Vir'reska's problem if the Illhar'dro does not have their old fortress to come back to in Raveran after being away to their other outposts.

((Please note, I have removed the references to an unknown group of demon hunters, as the Duskians are not in the city at this point, and ditto for the Illhar'dro.))

From the mines that once were held by the Vloz’ress, none dared venture. Who knew what vile creatures might lie in there? This strange, foreboding place stood as a monument to the horror and slaughter that the demonic gates reaped upon Val’Raverean. But sometimes, in these dark days of horror and death, even if you avoid, flee and sprint from terror- it still continues to chase.

It was for this reason that the people of Val’Raverean faced the Second Demon Invasion as it came to be called. The mine of the Vloz’ress quite literally exploded in a rain of stone and dust, and at the head of it came the behemoth. A mutated glutton, fed over the years by passionate cultists. No one knows how they did it, how they funneled mana, and food to manage this death cult, but people knew that it was done to destroy, murder, and avenge their loss.

An army of demons poured out, led on by a towering hulking mass of flesh that broke through the gates of the city. All seemed at loss. All seemed to be awaiting death and the final days of their lives. Civilians fled in horror as their worst nightmares returned, as their loved ones were killed and devoured and transformed.

Then the drowussu came with fire and steel. Many met their end that battle, but all went with passion and fire in their hearts. The tainted of them saw their red eyes, and sprang headlong into the army of demons, unafraid to give their lives in the onslaught, allowing themselves a glorious death in battle.

It was the behemoth that truly marked this terrible and awe-inspiring day. Great heroes, as some would call them, fought the creature. What amazed those who hear the story is the differences that were put aside that day. A Kyrol’solenurn, a Sullisin’rune, a common mercenary, and a member of nearly every clan all were there, and all helped defeat this behemoth. As these heroes fought the creature, they slew it, the behemoth crashing down into the streets, marking the Behemoths Fall in a crashing thunder, as it’s strange mutant body turned into solid stone, it’s nether essence absorbed by the Kyorl’solenurn.

In mass, the cultists were slaughtered, demons destroyed, tainted purified. The cultists retreated into their mines, pursued by vengeful drow, barricaded inside of their mine-fortress, stuck inside as angry demon-slayers readied to wait them out. And there they stay, another battle on a hair-trigger.

Since the Illhar'dro exodus, Raveran citizens had felt growing apprehension over the reduced prosperity that Val'Raveran faced, what with the rich trade of the Illhar'dro trickling away and the war in Chel'el'sussoloth creating worry over stable routes. Rising rumors from the West also pointed to unrest among a growing refugee population. Raveran saw many of these refugees first, and found themselves taking on more Chelians that simply decided not to continue on to Nuqrah'shareh. Raveran did not find this influx in itself an issue, but with the events since the Second Demon Invasion, the pressure began to rise.

The fall of the Qin'dalesque and the death of Sa'inne Edega had both created an atmosphere of deep mistrust for many of the clans of Val'Raveran among the people. The refugees telling their stories of how Chelian clans were drawing battle lines did not help. Some commoners began to blame the Vir'reska for their predicament – ever since the Illhar'dro had left, the Vir'reska and the Kyorl'solenurn had been rising in influence and presence in the city. And yet, when the Kyorl'solenurn began their transgressions and destroyed the Qin'dalesque, these people wondered why the Vir'reska were not acting to counter-balance the Kyorl'solenurn. The Rhinos were surprised to find sections of the city becoming cold to them. But with the fallout from the Kyorl'solenurn's actions, the Vir'reska were busy with their own troubles, bolstering up their sections to deny the Templars any entry and protect their own holdings. The Vir'reska decided the people needed time to cool off after the news from what became known as the Council of Tears circulated. The Kyorl'solenurn began walking on eggshells too, paring down patrols. The sections considered hostile to them had grown since the Council, and few were happy to see them anymore.

But a foul wind had stirred the people, revealing frustration smoldering under the surface. As it happened one day in the neutral grounds of the Bazaar, two trade groups got into a quarrel. The reason never came to light, but when the Vir'reska came to stop the engagement, something snapped in the minds of those that looked on. More entered the fray, and the Rhinos found themselves in the middle of a sea of anger. That spark turned into a raging wildfire that engulfed the entire Bazaar.

People fought over anything – to avenge themselves against another, to try and push out competitors, to show their anger at their reduced wealth since the Illhar'dro exodus, to vent their frustrations from being uprooted from their homes to the East. Any reason, and every reason, came into play. People were trapped in the market, gangs began to form, and the Sullissin'rune Outpost became isolated. They barred their area off as best as they could and used empaths to simply project a desire to avoid the outpost toward the crowds. The few reserves at the Yurun'hiir Outpost attempted to wade in and get to their allies, but with few numbers and not enough crowd controllers among them, these troops were forced back to watch and wait.

The Vir'reska spent the first few days attempting to end the protests, but it was to no avail. They realized that the riot had gotten beyond the ability for one clan alone to control. They deployed what Qin'dalesque that had defected to them, relying on their velkyn personas to allow them to move about the crowd and return with information on gang movement. In the end, the Vir'reska found it best to simply contain the situation. They began barricading the various exits into the city and attempted to keep the fighting from trickling out into Raveran proper. Some demonstrations began on the other side of their barricades but they were quickly dealt with, the gatherings dispersed and the people advised to return home. If any attempted to breach the Rhino Gate they were dealt with harshly. Deaths were inevitable, and those that had taken a dislike to the Vir'reska used every one to try and whip the crowds into a greater frenzy.

The Kyorl came next, and the Vir'reska reluctantly allowed them to pass. However, the Templars would soon find the fleeing crowds as the receding water before a tsunami: rioters crashed back upon them in short order. All the pent up anger at the Kyorl'solenurn transgressions came flooding out. Seasoned Templars found it difficult to act when the crowd had seized upon them. The group was practically chased back to Inlulk'lar, with some civilians using the breakout to escape the riots. The Vir'reska managed to stem the tide and hold most of the rioters back, while they and other clans pursued anyone in the streets of Raveran that attempted to create havoc. The Kyorl'solenurn barricaded themselves inside Inlulk'lar, with two squads of Templars stationed on either side of the gate. Most of those that had escaped the Riots set up camp outside the walls and protested the former saviors of Raveran, chanting, “Remember the Council of Tears!” and “Avenge Sa'inne!”

At this point, the Vir'reska knew their Rhino riders would not be able to maneuver in the streets. With reluctance, they sealed the barricades and decided to let the fires of the riots burn themselves out. Other clans in the city watched with great anticipation, seeing opportunity to rise up if the Vir'reska's actions proved a failure. The usual natures of the Raveran clans to keep to themselves held them back from making any moves as people inside screamed for help.

However, the Ailee'Khevlani could not stomach this turn of events. The Twin Ill'hars knew that this could feed the feeling of mistrust the people were harboring if the clans simply sat by and did nothing. In the past the Illhar'dro would have acted, with their great size and abilities. But there was no Illhar'dro now, and something needed to be done or these events could repeat themselves indefinitely. The sisters began hatching a plan – a coalition could be formed between the Ailee and one or more other clans. With enough numbers and manpower, as well as expertise in quelling the people's rage, they could possibly end this riot and turn the public opinion around. Naturally, the two were hesitant at first, as this course of action could break the clan's ability to stay neutral with others, but after long discussions they continued to come to the same conclusion – act or risk future civil unrest. And so they sent their daughters out to begin negotiations.

The Deme'dici, seeing opportunity to increase their power and reputation, eagerly accepted the invitation. While the Ailee harbored some fears of the Aqrab'Akkar due to the latter's past as Black Suns, Ir'ele Ailee'Khevlani insisted that the small clan's tactics could be of use – especially their Grenadiers with their stink bombs. Other Guilds and clans were too small and not militarily inclined. And early on it was decided to avoid those clans with outposts in the city that were from elsewhere – this was a Ravenite problem, and the Kyorl'solenurn had done more harm than good of late so no more outside interference was desired. And so they turned to the Vir'reska, apprehensive of what the response would be.

The Rhinos were reluctant at first to this idea of a coalition – they were wary of the Ailee using this as a way to absorb other clans to gain prominence. They were also unsure about the effectiveness of this Coalition, if it would work together or only complicate things. After a long back-and-forth, the Vir'reska opted for another course – they would instead keep a strong presence in Raveran outside of the Bazaar to ensure no violence erupted during this attempt, and to process anyone leaving the Bazaar if escapes were attempted (or to lock down the Bazaar again if the Coalition failed). Once the initial push made it so their Rhino riders could be of use securing the area, they would move in. The Ailee saw the benefit of this approach, and the Coalition was completed.

Half a moon after the start of the Riots, the Coalition pushed past the Vir'reska barricades and the Aqrab'Akkar began crowd control. Ailee'khevlani troops and Deme'dichi enforcers worked behind them to secure areas that were surrendered by thankful captives as well as arrest those that still tried to fight back. The Ailee'khevlani began to take over the section of the Bazaar near the Sullussin'rune holdings. The Coalition set up headquarters in this area. Days passed as the Aqrab dispersed crowds as they arose, as troops destroyed the gangs that had taken over, and as curfews were set up. Slowly, the Vir'reska began to add their troops in the enforcement of these curfews. The outer city remained quiet for most of these events, watching eagerly and possibly not wishing to cross the Rhinos - the one patrol Inlulk'lar sent out was turned away by the Vir'reska, the latter all too aware of the care the Coalition would have to take to make this work. It was the rest of the moon before the Bazaar calmed to a manageable level.

The Ailee'Khevlani remained in their section and became arbitrators for the next moon, helping untangle disputes that the riots had created and ensure debts for damages were paid. The Deme'dichi moved on to their next step of offering loans and giving endowments to ensure rebuilding of trade groups and property. The Aqrab'akkar soon began offering their people for guarding merchants still spooked. And the Vir'reska kept watch at the gates, ensuring the riff-raff stayed out and caused no troubles. In another moon, the Bazaar was functioning closer to normal.

During this time, the five Ill'hars conversed often, and came to a conclusion – Raveran would need to reclaim some of its past prosperity to stave off a recurrence of this breakdown. But they couldn't depend on their “visiting” clans or the return of the Illhar'dro. They called a Council, and to the surprise of the guilds and other clans that attended, there was no vote cast on who would be Leader. Instead, the Aqrab were offered a seat upon the Council for their assistance (despite the unsure feelings of their past associations, their Ill'har struck a good chord with the other leaders) and the four Clans suggested a renewed focus on trade with Chel'el'sussoloth. With the war ramping up there, goods would be in high demand, and Raveran could offer these goods and gain much in return. The lower guilds and clans all agreed with this notion, and each clan began to put forth their own expertise into the concept once the Council had adjourned. The Ailee kept their district due to the empathic request of merchants that had settled on their area and the Sullissin'rune looking to ally closer with a clan with strong presence in the city now that the Sarghress were down to a skeleton crew. The Vir'reska weren't too pleased at first, but soon accepted it as a price of doing business. While they still had their detractors among the commoners, overall the people were pleased with the response.

Val'Raveran settled into its new routine while each clan promoted trade in their own way.

Last edited by Pitdragon on Wed Nov 07, 2012 7:21 am, edited 1 time in total.

---------------------------------------------------------------------------------------------------Please note that this document is intended to provide the reader with a swift overview to prepare for basic roleplaying. Note that finer subtleties are lost and that details such as military strength, cultural intricacies, and armor styling are left to a separate thread.---------------------------------------------------------------------------------------------------

The Ailee'Khevlani are a clan of artisans and craftsmen specializing in wood and stonecraft. They value the old ways of their ancestors while not clinging to them and strive to make as many allies as they can. Desenced from nomads of the Moon's Age, the ancient Ailee'Khevlani had no official land of their own and relied on good relations with others to be able to live their nomadic way of life, and this has continued to the present day. The clan has long stayed out of major political undertakings, enjoying the security and stability that comes from being a minor clan and preferring to remain politically and militarily active enough to avoid being absorbed into another clan and assist in defending the city and allied clans as needed. Also as a result of the nomadic background of the clan and currently living in a trade city, they are exposed to many different cultures and clans and are consequently more open to the viewpoints of others. Because of this focus on neutrality, tolerant nature, and known tendency to value their own allies, the Ailee'Khevlani are known as a reliable ally to have.

Recent events in Raveran have forced the Ailee'Khevlani to take a more active role in the running of the city. The progressively worsening situation leading up to the bazaar riots caused the clan Illhars to call a council of Raveran clans to form an alliance to deal with the riots and stabilize the city. In the aftermath of the riots, the Ailee'Khevlani have expanded their influence into the bazaar and some districts surrounding their clan holdings. In the bazaar, the clan runs patrols and acts as mediators in conflicts, aided by their reputation for valuing all allies. The clan also runs patrols in any districts surrounding their own where they are welcome. While the Ailee'Khevlani are more politically active now, they still strive to make allies rather than enemies and remain open minded about other clans and cultures.

Last edited by Sionyx on Sun Nov 18, 2012 12:53 am, edited 1 time in total.

History: The Aqrab’Akkar, often referred to simply as the Aqrab, started out as a tribe of the Black Sun. However, a disastrous series of raids around Chel and Mimaneid years ago confirmed the doubts growing in the mind of the young but respected war leader, Zhennu’Orrl. Gathering support from the tribe’s Mahar of the Heart, Xho’san, and the tribe’s eldest member, the healer Ryo’sii , Zhen convinced the tribe to take advantage of settled wealth instead of fighting it, and create a clan for themselves, even if it meant breaking their ties with the rest of the Black Sun.

Working to build trust, the tribe offered its services as escorts and guides to caravans in need of help, for relatively modest fees. While many settled folk were loathe to trust Black Sun, the great wars brewing throughout the underworld drew so much attention from clans and mercenaries alike that the Aqrab were often the only protection available, or least the only affordable protection available. After spending decades being allowed only into Raveran in small numbers, they were able to gain enough trust to be allowed to settle on the outskirts of the city, where they expanded their business by selling tamed animals, rare plants, and extracts made from those animals and plants. During this time, they managed to swell their numbers by recruiting other dissatisfied Black Sun, and even convinced a tribe of Xuile'solen to join them.

After the Illhardo began to withdraw from Raveran, the Aqrab saw their opportunity to expand their influence even further. With the Illhardo’s troops vastly reduced in number, the Aqrab offered their services not only as caravan guards and guides, but as personal bodyguards, peacekeepers, and even assassins. Forging alliances with many unaligned merchants, then with other up and coming clans they were eventually awarded a seat in the Raveran Council for their role in ending the Bizarre Riots.

Clan Customs: The Aqrab’Akkar are a strange mix of nomadic and sedentary drow customs. For example, they have adopted the position of Illharess and made it hereditary, but her chief advisors are still the three Mahars (of hand, heart, and head) who are elected to their positions. Many still engage in semi-nomadic practices, such as taking their herds long distances to graze, but most are fairly settled in their compound on the outskirts of the city.Their dress is probably their most distinguishing remaining feature of their black sun past. With the exception of ambassadors or clan leaders participating in formal events, they still dress in rugged, ragged clothing often made from the animals they domesticated. Their weapons and armor in particular are mostly made out of arthropod chitin, giving their warriors a terrifying, inhuman look. The spear is the most common weapon, with bows and long, spiked clubs not far behind, and slings and blow guns used by specialist troops. While metal weapons have grown more common as of late, most prefer their chitin weapons, for reasons of cost if nothing else. Metal armor is even rarer.

The Aqrab take great pride in their ability to capture and tame an astonishing array of animals. This includes bats trained to carry messages, mehsusmar (mist lizards) as guards and hunting companions, kiri’su as sources of armor and grenades, as well as more traditional animals such as tik’tikki, dawmere, and koa'naka. The key to their success in training animals are otherwise too aggressive or ornery to train is their specialized form of empathy. In comparison to other dark sun tribes, the Aqrab have less spellsingers and more empaths, nearly all of which become beastmasters instead of healers. Additionally, they have a very strong taboo against using empathy to affect the thoughts and emotions of sentient beings. Spellsingers still play an important role in the tribe though, as their songs carry the history and customs of their people. They prefer throat singing, as is common amongst some Black Sun tribes.

When the Aqrab need healing, they turn to surgery and medicine instead of empathy. Combining different body parts of their animals with various underworld flora, as well as the occasional mineral or overworld plant when required, the Aqrab are able to make many potent medicines, as well as poisons, acids, perfumes, spices, drugs, and adhesives.

However, currently the clan makes the bulk of its profits by providing their services to caravans, relic hunters, and other travelers as guides and escorts. Aqrab escorts are often passable fighters, but more important is their in-depth knowledge of the tactics of their Black Sun kin: they are able to spot an ambush coming from miles away, and know many hidden paths to circumvent or hide from the Black Sun and other raiders. Additionally, the Aqrab’s nomadic past means that they know the location of many ruins in the under and over worlds long forgotten, and will take relic hunters there for a reasonable price…though they also have been known to lead relic hunters into the wilderness and claim that the way to the ruin must have been lost to a cave in or other disaster.

Despite the decision to settle down, many nomadic customs and attitudes remain more or less unchanged, especially amongst the older generation. In particular, Aqrab of any profession or generation pride themselves on diligence, stoicism, patience, practicality and resourcefulness. Courage is respected to a degree, but the Aqrab do not share settled Drow’s sense of honor, and have no problems fighting dirty or retreating, so long as retreating doesn’t threaten their kinsmen or employers. As part of an attempt to ingrain themselves to the Ravenite populace, the Aqrab have taken to speaking very politely and formally to outsiders, but are still a proud people who have trouble accepting squatters as equals. As such, they have become masters of the backhanded compliment and hidden insult. Amongst their own kind and a handful of trusted outsiders, Aqrab are a lot more emotionally open and less formal – friendly insults are part of their customary greetings.

Clan troops:Skirmishers: The basic clan troops. They wear medium chitin armor and use spears and bows, often poisoned. Their style of fighting is very mobile, and they like to lure their enemies out of formation and flank them. Many have light sorcery which they use to communicate with each other: differing numbers and lengths of flashes mean different things.

Grenadiers: The heavy support of the clan, they dress in light chitin armor and use slings to throw pots of kiri’su acid at their enemies. Occasionally, they also have been known to throw stink bombs, bags of poisonous fungus spores, pots of glue, and a stronger version of the kiri’su acid which is strong enough to be a threat to golems in large numbers, though the ingredients for these chemicals are rare enough that they are generally not used unless absolutely necessary. They carry clubs as a last line of defense.http://pitdragon.deviantart.com/gallery/#/d5240di

Beastmasters: The empaths of the Aqrab clan are well known for their ability to control war animals with frightening precision: the more beasts that a beast master can control at once, the higher his or her position in the clan. They are more likely to wear leather than chitin and generally prefer to let their beast do their fighting for them, though they carry weapons such as the scorpion tail whip or long club both as self-defense and to help control their animals.http://pitdragon.deviantart.com/gallery/#/d5bqvtq

Venators: Formerly the most skilled hunters and raiders of the tribe, now the clan’s best bodyguards and assassins for hire. Very individualistic, they have been known to wear every armor and use every weapon, but but many share the same ability: they have mastered light sorcery to such a degree that they can hide their presence effectively. Others use shadow sorcery to cloak themselves, or earth sorcery to hide in the earth. The Xuile'solen Venators more than make up for their inability to use mana arts with their conventional stealth and tracking skills. While they prefer stealth and cunning to straight fights, even when acting as hired bodyguards, they can be deadly warriors if pushed to fight. Because of the required level of skill in both stealth and combat, very few qualify for this position at present, many of them Xuile'solen.http://pitdragon.deviantart.com/art/DT- ... 66310&qo=1

Important figures:Zhennu’Orrl – the leader of the clan (Illharess to outsides, Maghar’ess to her clanmates), Lady Zhen was the first to suggest that squatters should be emulated instead of despised. While her ideas were radical, she had won much respect as a hunter (slaying a mehsusmar on her very first hunt at age 20) and a warrior (save several of her clanmates from an ancient golem). She built on this respect with a network of equally respected allies, and soon found herself leader of a new clan, despite being only 102 years old.

She remains a crafty leader today; friendlier and more open than most of her clan, Zhen’s carefully built network of alliances and favors allowed her clan to quickly rise to a position of power and wealth with relatively little bloodshed. That said, she is a warrior still: while often dressed in Raveran style clothing, Zhen is never without her mehsusmar skin cape or her mehsusmar tooth club.http://pitdragon.deviantart.com/gallery/#/d5bigla

Xho’san: The Mahar of the Heart, and one of the very few spellsingers of the clan. It is her duty to remember the history and knowledge of their clan, to perform its sacred ceremonies, and sing the song of clan member’s life at their funeral. She is kind and soft-hearted to everyone but her apprentices, who quickly feel the wrath of her staff for failing to remember some obscure fact or bringing her the wrong food. She is short for a drow, and walks with a limp because of an injury that never healed properly (the result of a berserk koa'naka), but still has a commanding presence, probably as the result of her impressive hat.

Ryo’sii: The Mahar of the head and one of the few empaths who became a healer instead of a beastmaster. Nearly 800 years old, his age is starting to catch up with him, as he has begun to suffer from mana deprivation even in the heart of his tribe. Never the less, his wits remain quick, and he is more than capable of arbitrating disputes within the clan and making deals and alliances with those outside of the clan, as well as acting as the Aqrab’s accountant. He is usually quiet, but can be charming or sharp tongued as the situation requires.

Lannis’sil: Mahar of the Hand – a skilled beastmaster who rose to her position after saving clanmates from a mercenary attack by making their own mounts turn on them. Though once she was skilled and diligent in her duties as protector of the clan, Lannis has recently taken to a life of hedonism and debauchery, enjoying all the comforts the city has to offer. Some speak of replacing her with the Solen chieftain Zulla the Bonechewer, Ili’theen the Hairy, or Maddil of the Two Spears, but for now, Lannis’ reputation protects her.

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Description of Symbol: Founded upon the concepts of unshakable solidarity and unbreakable honor, the Deme’dichi Clan Symbol is an upright scutum of scarlet with a steel gray, lined by gold, chevron emblazoned across the center. A steel gray helm rests atop this shield, with a gold band studded with rubies atop that. A Giant Lizard is passant regardant and center below the chevron.

Approximate Size: Relatively small in official size, but a large number of closely affiliated drow that aren’t counted in the official records but are nevertheless close friends and allies.

Signature Cuisine: Pi’zora, a chewy flatbread baked at high temperature in a coal fired brick oven topped with a bright red fermented fish sauce (made of brine, mashed fish, and old wine) and various edible fungi until the edges are crispy, then sliced into wedges and served with ale.

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Notable Figures and Sub houses:

House Deme’dichi:The clan’s dominant house. Responsible for the overall administration of the clan. The house’s skill in manipulating the markets and in understanding drowish nature is critical to the Clan’s prosperity.

House Var’kanya: The Var’kanya are the primary military arm of the Deme’dichi. Their role is simple: be the big stick. They do it well, accounting for the vast majority of the work necessary to control what the Deme’dichi Clan holds today.

House Guldma’sak: The Guldma’sak house is in charge of the management of trade and investments for the clan. While the Deme’dichi House manipulates, the Guldma’sak take advantage of the manipulation to maximum benefit.

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Detailed Clan Information:

General:The Deme’dichi are best known for their honor and solidarity. If you make a deal with anyone who is legitimately part of the Deme’dichi, you are guaranteed that they will honor it to the letter. Understand, however, that if you leave gaping loopholes, a good businessdrow will jump through them. Businesses that are under the protection of Deme’dichi security forces are also viciously defended against all outside attempts at subversion.

Drow that are of the Deme’dichi heritage have a very minor tendency toward empathy. This is more of an innate talent in reading emotions rather than a fully developed mind-frying capability. The consensus amongst the Deme’dichi is that a Val’Sullisin’rune male seduced a young and impressionable Deme’dichi female and children were had. This is not considered a bad thing.

Wealth: It must be made clear immediately that the Deme’dichi are unusually rich. Between the profits of the Clan Auction House and the economic powerhouse that is the Deme’dichi Bank, the funds that the Clan possesses in its vaults are substantial enough that, given time and the right motivation, the Illhar could turn the tide of a war by providing unlimited funding to one side.

Society:Deme’dichi culture is concentrated around two things: honor and profit. The two are inextricably interwoven in Deme’dichi society. Woe betide the clan member who betrays the trust of a client or is foolish and loses fortunes; woe also betide the client who seeks to cheat the Deme’dichi.

Nobles are made based on both a meritocratic ideal and a bloodline ideal. Obviously, those who are of higher blood are of higher rank. The Illhar’s bloodline, for example, is more important than that of the Dev’esss of the Subhouses. However, being bad at your job puts the whole clan at risk, and so it is easy for someone else who can do better to take your place. If that place is typically occupied by a Noble, and your replacement is not one, then the replacement will gain that rank. Relationship to Nobility is also important. All children of an established Noble who are born after the individual was made a Noble are considered Nobility themselves. This includes those who have not yet been born.

Education is mandatory for all clan members, including slaves. Generally, this is done in mixed- sex creches, and offered for free up to basic education (reading, writing, mathematics, and history). Further education beyond the basic level is attended only by the Nobility. Classes are then organized by specialization. Typically, all members of a house and specialization have equivalent basic knowledge, with variances in higher skills depending on family wealth and field experience. Promotions open increased education opportunities, should a Drow choose to take the opportunity. There is no point at which a Drow is unable to go back to school for more education should they choose to do so, as long as they have the rank to receive further education.

Slave education is very unusual among Drow, but understandable for the Deme’dichi. The business of numbers and money requires everyone to be capable of reading, writing, and arithmetic, at the very least. Slaves are generally employed in the lifting and moving of goods and funds, so an ability to know where and how much of anything goes in the vault or the trade floor is an absolute must. Slaves who show an aptitude for their jobs can get promoted to direct other slaves or, in the case of extreme talent, even be adopted into one of the Three Houses as a freed Drow, as determined by the House Dev’ess. As such, slaves are universally treated as indentured servants working off a debt rather than resources to be exploited. While they can never buy their freedom, slaves are given small studio-size apartments in the slave quarters and can even have families, albeit in very cramped conditions. All slave children are automatically slaves, unless adopted by a Val or if the mother is a Val. It should be noted that Slave-Val intimacy is treated as a minor scandal within the Clan, but adoption is considered somewhat legitimate. However, it is certainly not uncommon to see all classes of drow of any age within the clan openly associating with one another.

It is notable that many males are trusted with Deme’dichi Outlets and various other potentially expensive endeavors. Part of this stems from the universal education policy detailed above. Another part of it is the meritocratic ideal favored by the Clan. Combined, this results in an unusual lack of discrimination based on gender. This has intriguing implications for member interaction. While in most clans, females are given preferential treatment simply for their gender, Deme’dichi Males can and often do command females during clan affairs. Except for interactions between different ranks, males and females associate as equals in the Deme’dichi clan. Political considerations tend to interfere with this equality when dealing with other clans, but such things are given some examination during basic schooling and so are understood to be necessary at times.

Many outsiders view the Deme’dichi propensity toward gender equality as horrifyingly dangerous, as males are not considered to be mentally or physically capable to handle such affairs, possibly leading to ruin for the clan. However, the Deme’dichi reputation for success usually overrides this opinion.

The family is an interesting note given the increased gender equality of Deme’dichi Clan Members. While females are still generally considered the “bread winners” and dominant gender within the family, males take a much more active role in decision making, providing serious discussion on the way children are raised, the way money is spent, and other important decisions normally left for females to decide. Additionally, since there is no presumption of female superiority, it is generally expected for females to take a substantially greater role in the rearing of children, up to and including babysitting duty. As a result, children of the Deme’dichi tend to have a closer emotional connection, for better or worse, with both parents instead of one or the other.

Religion is unregulated but expected to be kept separate from Clan Business. All clan members, Noble, Common, or Slave, are expected to do their jobs and do them well. If religion begins to interfere negatively, steps to curb such negative behavior will be taken, up to and including forced retirement.

Technology:Technologically, Deme’dichi innovations stress efficiency of production for a given quality. Most new technology is, therefore, industrial or military in nature.

Fashion and the Arts:Clothing is not really considered deeply in the Deme’dichi Clan. While it is important to keep up appearances, it is also easy enough to order some clothes from Val’Sullisin’rune or Val’Illhar’dro tailors that are fashionable. Similarly, hairstyles are not deeply considered and modified as necessary for a given task. This is all greatly ironic, considering the origins of the Clan.

However, the Deme’dichi are serious patrons of the arts. Much of the ada given in salary to various clan members is spent on increasing the availability of the pleasures of fine art and music. Painting and sculpture in particular are highly valued, and a large number of artists have been commissioned to do portraits, murals, frescoes, and the like. Notable painters include Brenel’leski, Mikel’anlo, and Lena’rendo. Visitors to the Deme’dichi Clan Compound are liable to see multiple low-cost, but aesthetically pleasing, works of fresco and mural dotting the fortress courtyard and various public facilities. The truly great works are hidden further inside the fortress within the residential areas, and the really priceless pieces are on permanent collection in the Deme’dichi Arts Vault, a location that is kept secret and well protected.

Law and Order:Law and Order is an extremely large concern for the Deme’dichi Clan due to the necessity for security in their line of business. Civil law is treated with greater than average strictness to maintain order, although it is possible for any citizen in Deme’dichi territory to argue his/her case and get all punitive measures repealed. While finding loopholes and shimmying through them is acceptable in most civil cases, criminal cases use a zero-tolerance policy and strict absolutist interpretation of the wording and intention of a law. Those found guilty of any crime that threatens the political or economic viability of the clan are treated with extreme prejudice. Such crimes usually consist of back-room dealing, skimming, and other fraud or embezzlement type crimes. Execution in a brutal fashion is the norm for such things.

Security is treated as another serious issue. While lacking the sheer magnitude of the Val fortresses, the Deme’dichi Compound is still well protected. Soldiers patrol the outer paths, and Civil Defense is ever vigilant. Much has been spent in creating security technologies, and it is here that the Deme’dichi’s seriousness is most clearly displayed. A combination of magical and mundane components combine in an intricate dance that seals away good and valuables within vaults constructed out of incredibly strong metal alloys. Combined with the natural tendency of clan members to be extremely paranoid about access to these vaults, the sum difficulty in infiltrating and robbing a Deme’dichi establishment is somewhere in the high nine thousands.

Internal Government:Governmentally, the Deme’dichi Clan follows a mixed government model, combining monarchy in the Illhar, and aristocracy in the Grand Council.

The Illhar’s rule over the Deme’dichi districts is primarily autocratic, but her powers are limited by the Oath, a pledge she had to take when crowned as Ill’har. This Oath requires her, in summary, to place the interests of the Clan over that of her person, her family, and her House. In practice, while favoritism for House Deme’dichi is inevitable, Illhar Loren’zana Deme’dichi is remarkably fair-minded in considering the needs and wants of all houses, as well as being extremely politically savvy and charismatic.

The Illhar’s powers were shared with the Grand Council, composed of 24 members taken from each of the Three Houses based on merit, so that she could do nothing without the Grand Council and the Grand Council could do nothing without her. The idea is that the two would balance each other out. Actions taken by the Grand Council can be vetoed by the Illhar, given a public declaration of reasoning. The same holds true for the Grand Council. For a charismatic leader like Loren’zana, this doesn’t really matter, but her eldest daughter, Pier’ra, is known for butting heads politically with much of the Grand Council.

Military:Deme’dichi military tactics are generally defensive, but can consist of pre-emptive offensive attacks if the security of the clan is at imminent risk. The army is designed to be capable of providing an excellent defensive force for trade and commerce, not to wage total war on a wide scale. While it can be used, and has been used successfully, as an invasion force, it’s primary purpose is to occupy and defend fixed positions with extreme prejudice.

The greatest strength of the Deme’dichi military is its ability to hold an unbroken line before taking an opportune moment to break the enemy into small groups and annihilate them. A combination of discipline and massed infantry at key points allows Field Army Commanders to almost reduce war to a science, adding and subtracting enemy resources like so many lines on a ledger. This tactic breaks down if the Deme’dichi are unable to overwhelm the enemy initially. Additionally, the Deme’dichi rarely utilize siege weaponry of any kind, since such weapons tend to destroy valuable economic assets.

Focused and determined attack on Deme’dichi positions will almost inevitably result in the loss of the position, as the military is not structured or equipped with withstand a siege. Enemy units must be repulsed and destroyed with maximum speed. For this reason, armor and shields are given a high priority, but vigorousness in the pursuit is somewhat neglected. Additionally, soldiers are not trained to be warriors capable of combat on all levels, instead being placed into specialized areas and working in groups like cogs in a golem.

Deme’dichi troops operate almost exclusively as 100 man blocks, called Battle Groups. The first 25 men act as a vanguard, the next 25 act as reinforcement, the next 25 act to clear buildings, and the final 25 act as a rearguard. Each Battle Group is led by a Captain. Each Captain answers to the Commander, who leads a group of four Battle Groups as a Field Army. The Commander is answerable to only the top tiers of the clan’s government.

Like any good drow clan, the Deme’dichi possesses a fairly decent military arm. While on par with the Illhar’dro and other similar clans that do not emphasize military strength, clans like the Vel’Sharen and Val’Sarghress possess vastly larger and more skilled armies and commanders that can overwhelm Deme’dichi positions through either sheer numbers, superior tactics, better equipment and/or training, or a combination of all of the above.

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Clan Troops:

Standard Training:All Clan Troops have basic martial arts training. Individual units are trained to maximize their ability to complete their job descriptions, but a proficiency in basic mana manipulation (mana bolts, making small lights, running hover scooters, etc.) is required to graduate from training. Additionally, usage of close range weaponry (typically daggers and machete) is standard, with advanced training in individual types of weapon as proper for a given unit.

Typical Equipment:All troops wear clan colors. The primary color is Steel Gray, with Scarlet on the gauntlets and greaves. Different units have different patterns of gold painted across their armor, with each Battle Group having a distinct design.

Deme’dichi Battle Armor consists of a single standardized pattern whose individual pieces can easily be removed and replaced by fresh pieces. The armor is triple layered, starting with an undersuit of flexible Battle Silk capable of withstanding most piercing and cutting attacks, but vulnerable to crushing blows. Over this is a coat of plates. The backing is a half-inch thick layer of Battle Silk, possessing all the qualities of the thinner under-layer, as well as being thick enough to be able to absorb most of the shock from a blow. On top of the backing is an alloy plating. Using spider glue, one of the strongest adhesives known to drow, the face-hardened plating is adhered to the backing such that it allows for flexibility of movement in all directions. The overall effect is a light but strong armor that can hold up to combat well, if not necessarily to the extent of Vel’Sharen or Val’Sarghress armor. Greaves, arm guards, and pauldrons are made on a similar principle. Deme’dichi battle helmets are typical of most drow forces.

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This overview is to help start off players wishing to make a Vir'reska without needing to read the entire clan information. A separate link with more complex details will be provided in the appropriate area at a later date.

All Vir'reska are a hunter at heart. Young or old, the knowledge of The Hunt from their ancestral nomadic ways is ingrained into a clan member from their caregivers at the first moment they enter the world. Not all Vir'reska become hunters or warriors, however it is encouraged that each and every Vir'reska should go on at least one hunt in their lifetime outside of their coming of age ceremony to keep the tradition of hunting alive in the clan. The coming of age ceremony is conducted at around sixty [60] years old when a young clan member becomes an adult, and learns about how their clan has survived the ages and to learn the skills necessary on how to live, and survive.

While they are very open with one another, Vir'reska are a guarded clan. They will not share information with outside forces unless there is something to be gained to help ensure the clan's survival. Yet they trade in all manner of things, but do not limit themselves to just the bazaar. They will trade in the underworld from time to time to maintain their business and intelligence connections and to keep on top of activities in the city especially with the return of the Illhardro. And since the Illhardro's return, the Vir'reska can't help but have a tendency to be a bit smug about their conquest when there are other Illhardro members around. However they remain vigilant and ever watchful of the clans to keep their newest acquisition and to make sure their status as one of the powerful Raveran clans is kept. This includes posting guards with Kyorl'solenurn troops at the gates to the city and even perform random patrols to give some security and control.